Neutral Special (Power Wave)

Pretty standard fireball, but it travels along the ground instead of hovering. This makes it easier to jump over but prevents low profiling and can shield poke more easily.

You can only have 1 PW active even if it gets reflected, but pocketing (Villager, Isabelle) will not lock you out of using PW. However the game checks it on the frame where the new PW would be spawned so you can buffer the startup during the last active frames.

PW has pretty high startup and end lag, so you don't want to use it unless you have some distance between you and your opponent.


The heavy version has a bit more startup and end lag, but travels faster and deals a bit more damage. This makes it slightly harder to react to and allows you to use consecutive PWs. Use it to quickly poke at your opponent to make them stop continuing whatever they are currently doing.

lPW on the other hand allows you to control space for an extended time. Its slow speed and long duration allow you to follow behind it and will even catch spot dodges and rolls. It's also better at pressuring landings and can even lead to some combos.

Switch between both versions to mix up the timing, speed and the space you cover.


PW can also be used to chip at shield health. Not only will it make poke or break setups easier, but it will also unstale your other moves.


Aerial PW still counts as a projectile and can be reflected. It also loses easily to other hitboxes. Strong and weak versions are pretty much the same with only a minor damage and active frame difference. You'll mostly use this for edgeguarding or as low percent follow up to neutral air and to stall in the air.

If you are good at spacing you can also use it as a pseudo sword as it actually has quite some range, making it a somewhat safe poke. You do need to be careful as the hitbox gets disabled by pretty much anything.

It also has some uses when b reversed after running off a platform.

Forward Special (Burning Knuckle)

Grounded lBK is primarily used as a combo finisher after down tilt or as frame trap after forward tilt on shield.

Using the command version gives you a good disjoint at the start, but you still need to deal with the slow start up and high end lag. The hitbox is also very horizontal and does not cover your head.

This version also never crosses up shields, making it very easy to punish.


Grounded hBK has considerably higher startup and end lag, limiting it's combo potential in comparison, but it only deals 1% more anyways. In return, it has more raw kill power and travels longer, which allows it to cross up shields when starting close (still plenty punishable).

You'll mainly use it with the command input to catch landings.


Aerial BK has lower differences between weak and strong versions, so the usage of hBK is more common. The weak version does allow you to alter the distance slightly by holding back or forward while travelling.

Its main use is again as a combo finisher after neutral air or down air.

It can also be used to challenge horizontal recoveries using the disjointed command input. It can also help with Terry's own recovery, although you will usually prefer to use CS for its speed and better coverage.

Another usage is as a slow aerial to contest the opponent's jumps. You can double jump before landing when using the weak version at full hop height.


BK will not go past ledges or platforms after the initial travel, even when airborne.

Back Special (Crack Shoot)

The Swiss army knife of Terry's toolkit. This move is used in neutral, advantage and disadvantage due to its speed and distance.

There is no difference between aerial and grounded here. The light and heavy version also only differ in the distance and arc as well as the hitbox angle timings. The damage can differ greatly depending on which hitbox(es) you actually connect, but one shouldn't worry about it too much.

In neutral, CS is used to whiff punish jumps and aerials. Start the move when you see the aerial start up and by the time you reach them, their hitbox will usually no longer be active.

It can also go over projectiles although you'll usually need to start a jump, so it's more of a read than reactional option.

You can double jump before landing if you use it at full hop height. This can be useful when you see their jump squat and read an empty jump or falling aerial, as you'll be relatively safe even if you miss.

After hitting it a few times you should notice your opponent playing more carefully around it. Use this extra space to your advantage, e.g. with light PW or by taking stage control.


In advantage you will use CS as a combo finisher and to shark their landings. The idea is the same as when whiff punishing. However you will usually have to worry about less options from your opponent.

Hitting CS resets the juggle situation. You won't get immediate follow ups unless at zero percent, so space accordingly.

CS is also good at poking shields, especially after forward tilt, and the cross up can make it hard (but not impossible) to punish. The very last hitbox of csCS also has absurd shield damage and can be used as a surprise shield break setup after some PWs.


For disadvantage, CS will be your main recovery tool along with RT. Keep in mind its poor priority though, so don't try to contest hitboxes with it. Mix up the timing when you use it.

It's also a good tool to punish your opponent over committing their advantage when being launched to the side and to mix up your landings. You do need some prior distance because of its start up.

Up Special (Rising Tackle)

Your main recovery finisher. This move won't automatically snap ledge, like Terry's other specials. The leg iframes disappear before the last hitbox, leaving you quite open if you overshoot with your feet. In addition, using cRT in the air will also have less full body iframes compared to starting it grounded. They last until f11, thus only covering the first hitbox.

Each of the 4 versions reach different heights. Only csRT will allow you to land on BF's top platform from the ground for example. The command versions also have about 5 frames less landing lag than their counterparts.


cRT is a great out of shield option if your opponent likes to follow up with with another attack or jump after hitting your shield. Alternatively you can intercept them before they swing as an anti air.

Down Special (Power Dunk)

Your go to combo finisher out of jab. You should always go for the command input, unless you do super tight cancels from aerials on shield.

Both light and heavy versions deal the same amount of damage, so prefer the light version for damage combos.

Heravy will deal more knockback, but makes it easier to fall out, while also being laggier. The initial jump on heavy also goes higher for anti airing.


Doing PD at full hop height will result in a sort of auto cancel with much less lag (TKPD). This can make it safe on shield but the long startup will make it easy to intercept.

Use this preferably only when you have your opponent pressured at ledge, in a tech situation or set it up with a lPW. It also works pretty well to intercept jumps if they don't have a big disjoint.

Super Special 1 (Buster Wolf )

Don't spam it

While the damage and kill potential is tempting, you shouldn't commit to this outside of confirms. Whiffing this means losing the stock against a competent player.

Also the inputs in neutral will make it very obvious what you are going for.

So use it only when you can be sure it hits, keeping it fresh to actually kill.

Super Special 2 (Power Geyser )

Don't spam it

Generally the same as BW, but since it doesn't move you directly into the danger zone, it does have some other niche applications outside of combos.

You can use it spaced against very slow characters or when they try to wall you out without approaching. For this, setting it up with a light PW to bait a jump can work wonders.

Sometimes you can also hard callout your opponent for trying to pressure you on a platform from the side.